/*
* The Mana Server
* Copyright (C) 2004-2011 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana Server. If not, see .
*/
#include "game-server/monster.h"
#include "common/configuration.h"
#include "common/resourcemanager.h"
#include "game-server/attributemanager.h"
#include "game-server/character.h"
#include "game-server/collisiondetection.h"
#include "game-server/item.h"
#include "game-server/map.h"
#include "game-server/mapcomposite.h"
#include "game-server/state.h"
#include "scripting/scriptmanager.h"
#include "utils/logger.h"
#include "utils/speedconv.h"
#include
double MonsterClass::getVulnerability(Element element) const
{
Vulnerabilities::const_iterator it = mVulnerabilities.find(element);
if (it == mVulnerabilities.end())
return 1.0f;
return it->second;
}
MonsterComponent::MonsterComponent(Entity &entity, MonsterClass *specy):
mSpecy(specy),
mOwner(nullptr)
{
LOG_DEBUG("Monster spawned! (id: " << mSpecy->getId() << ").");
auto *beingComponent = entity.getComponent();
auto *actorComponent = entity.getComponent();
actorComponent->setWalkMask(Map::BLOCKMASK_WALL |
Map::BLOCKMASK_CHARACTER);
actorComponent->setBlockType(BLOCKTYPE_MONSTER);
actorComponent->setSize(specy->getSize());
/*
* Initialise the attribute structures.
*/
for (auto attrInfo : attributeManager->getAttributeScope(MonsterScope))
{
beingComponent->createAttribute(attrInfo.first, *attrInfo.second);
}
/*
* Set the attributes to the values defined by the associated monster
* class with or without mutations as needed.
*/
int mutation = specy->getMutation();
for (auto &attribute : specy->getAttributes())
{
double attributeValue = attribute.second;
if (mutation != 0)
{
double factor = 100 + (rand() % (mutation * 2)) - mutation;
attributeValue = attributeValue * factor / 100.0;
}
beingComponent->setAttribute(entity, attribute.first, attributeValue);
}
beingComponent->setGender(specy->getGender());
beingComponent->signal_died.connect(sigc::mem_fun(this,
&MonsterComponent::monsterDied));
}
MonsterComponent::~MonsterComponent()
{
}
void MonsterComponent::update(Entity &entity)
{
if (mKillStealProtectedTimeout.justFinished())
mOwner = nullptr;
auto *beingComponent = entity.getComponent();
// If dead, remove it
if (beingComponent->getAction() == DEAD)
{
if (mDecayTimeout.expired())
GameState::enqueueRemove(&entity);
return;
}
if (mSpecy->getUpdateCallback().isValid())
{
Script *script = ScriptManager::currentState();
script->prepare(mSpecy->getUpdateCallback());
script->push(&entity);
script->execute(entity.getMap());
}
const Point &position =
entity.getComponent()->getPosition();
// We have no target - let's wander around
if (mStrollTimeout.expired() &&
position == beingComponent->getDestination())
{
if (mKillStealProtectedTimeout.expired())
{
unsigned range = mSpecy->getStrollRange();
if (range)
{
Point randomPos(rand() % (range * 2 + 1) - range + position.x,
rand() % (range * 2 + 1) - range + position.y);
// Don't allow negative destinations, to avoid rounding
// problems when divided by tile size
if (randomPos.x >= 0 && randomPos.y >= 0)
beingComponent->setDestination(entity, randomPos);
}
mStrollTimeout.set(10 + rand() % 10);
}
}
}
int MonsterComponent::calculatePositionPriority(Entity &entity,
Point position,
int targetPriority)
{
Point thisPos = entity.getComponent()->getPosition();
unsigned range = mSpecy->getTrackRange();
Map *map = entity.getMap()->getMap();
int tileWidth = map->getTileWidth();
int tileHeight = map->getTileHeight();
// Check if we already are on this position
if (thisPos.x / tileWidth == position.x / tileWidth &&
thisPos.y / tileHeight == position.y / tileHeight)
{
return targetPriority *= range;
}
Path path;
path = map->findPath(thisPos.x / tileWidth, thisPos.y / tileHeight,
position.x / tileWidth, position.y / tileHeight,
entity.getComponent()->getWalkMask(),
range);
if (path.empty() || path.size() >= range)
{
return 0;
}
else
{
return targetPriority * (range - path.size());
}
}
void MonsterComponent::monsterDied(Entity *monster)
{
mDecayTimeout.set(DECAY_TIME);
}